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Messages - AaroneusTheGreat

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121
TI-Nspire / Re: Nspire Raycaster
« on: March 26, 2010, 09:54:47 pm »
Wow the new 32x32 bit textures look great. I would highly suggest studying the code from the FAT engine, it was able to render 64x64 bit textures on a 10mhz calc (although it was only rendering to a 96x96 pixel screen), you've got a lot more processor speed to work with, despite the fact that your engine uses the whole screen, I think you could use some of the optimization concepts from that engine in your code.

Also do you  have a maximum distance for rendering coded in yet? if not you could glean a few FPS's of speed from not even bothering with tiles that are outside of that distance. You probably have, but that's just a thought. At a certain distance and beyond, the walls would all render as a single pixel in each column, so there's no real need to calculate anything at that distance and beyond. It would make more sense to just render a pixel.

Also after a certain distance, you could just abandon textures, and just render the wall as a solid color, like black would be good, because it would appear that you just couldn't see that texture, and it would probably speed things up a bit.

Just a couple of thoughts. I tried writing a raycasting engine for the HP50g once, and only managed to make a really fish-eyed representation of the walls, and only in one color, so I think your expertise in these matters severely outweighs mine ;D

Good work! Keep it up! It won't be long and I might be working on a Wolfenstein port for the nSpire.


122
TI-Nspire / Re: Nspire Raycaster
« on: March 26, 2010, 03:12:43 pm »
Are you planning to implement floor and ceiling textures? What you've got is amazing already, don't mistake me there. Good work  ;D

It looks as if you're using the entire screen, am I right? If so that's also quite amazing, most raycasters on calculators can only be done with a section of the screen, I guess that fancy newfangled processor really is fast enough to handle things like that.

Stuff like this is probably going to be the reason I end up buying the nSpire.  :)

Did you say that your textures are 8x8?

Are you planning on using that resolution for the final product?

The only thing i would point out is that if you keep that resolution, it will make it rather difficult to make games using this engine that have a lot of visual details.

123
News / Re: Axe Parser now has a 68K brother: NewProg
« on: March 20, 2010, 12:43:26 pm »
Im checking this out as soon as possible! It sounds awesome!

124
The Axe Parser Project / Re: Assembly Programmers - Help Axe Optimize!
« on: March 16, 2010, 10:13:06 pm »
Quote
That's a cleaver trick!

Actually a cleaver trick would be more like juggling butchers knives...  :P

Sorry I saw your typo and thought it was pretty funny, I make mistakes like that all the time and it makes me giggle that someone else does too from time to time.  ;D

</end off topic comment>

BTW I think you're doing a smart thing by asking for help optimizing your code, there are some excellent programmers here who would more than likely love to get their hands on your code to help make this as good a program as it could possibly be.

125
If only the programmers of the offending malware and viruses and such spent their time more effectively and usefully by programming games like us! :D

126
Miscellaneous / Re: Why My Activity Has Dropped
« on: March 15, 2010, 01:22:54 am »
Healthy is relative to the individual.

127
Miscellaneous / Re: Why My Activity Has Dropped
« on: March 15, 2010, 01:03:12 am »
Good to know dude, It's also good to have a social life in real life as well as online. I for one know how hard it can be to juggle the two effectively. :P When things go wrong in real life, my activity level usually plummets online.

128
TI 68K / Re: DOA
« on: March 14, 2010, 03:22:30 am »
Yeah you can pick up the ammo out of the weapon if you have that weapon already and you need the ammo, if not it just does nothing. I thought of that already :D

129
Axe / Re: Physics Lessons
« on: March 14, 2010, 03:12:52 am »
Quote
Well in Portal i believe i used 1/64 pxl per frame per frame, but it depends heavily on your frame-rate.  The best way to find a good acceleration is just to run some tests.  As a general rule you don't want your player moving too fast because that makes collision very difficult.

Sometimes you can get around the collision detection issue with fast motion by pre-calculating the next position, and calculate where it would actually collide if it were going point by point, then simply change the position of the object to that collision point, thereby bypassing any graphical glitches you might have in your detection. It can be a pretty simple section of code within your collision detection subroutine.

What I would really like to know is how you solved the problem of implementing angular momentum in addition to gravity when you come out of a portal from another direction. I was having a time trying to figure that out.

EDIT:

I read back over some of the tutorial, it says you're doing a section on collision detection, I'm interested to see what methods you have to implement this and what kind of uses you're going to cover. It can be a really tricky thing, especially in an environment like Portal, any 3D environment, or any environment involving uneven surfaces or curved objects. I'm sure you've got a few tricks up your sleeve from what I've seen you do so far. :D

130
TI 68K / Re: DOA
« on: March 14, 2010, 03:03:33 am »
The player already has all the weapons, this is only for the alpha so that you can see and use all the available weapons, just for fun. If you want to set your controls, you can do so from the options menu. The standard controls are shown in the options menu as well. If you don't already have a weapon, and all the ammo for that weapon, the player won't pick up the weapon from the ground. If you don't have full ammo or you don't have a particular weapon, the player will pick the weapon up automatically.

131
TI 68K / Re: DOA
« on: March 13, 2010, 01:05:49 pm »
There's always TIEmu if you don't have an 89, you can download it here:

TIEMU

Also, you'll need a flash OS for the 89 available here:

TI-89 OS

132
TI 68K / Re: DOA
« on: March 13, 2010, 02:08:50 am »
as long as you don't install a new flash OS it'll stay patched.

133
Portal X / Re: Portal X
« on: March 12, 2010, 02:26:29 am »
If that happens we will all stand behind you because we know the real story. :D Good thinking though Kev.

134
TI 68K / Re: DOA
« on: March 12, 2010, 12:34:59 am »
I should have noted that, yes it runs NoStub. and you probably need the HW3Patch for the Titanium. I don't think I mentioned that in the readme. I'll do something about that asap.

EDIT

Here's the official download link that's the newest version of the patch.

HW3Patch

135
TI 68K / Re: DOA
« on: March 11, 2010, 11:27:19 pm »
All is going better! In fact, I have a release for the public.

http://www.tifreakware.net/atg/DOA_BETAS/Release-3-10-2010.zip

If you find any errors, have any ideas for improvement, or any general constructive criticism then please let me know. Also if you like something then let me know that too please! thanks!  ;D

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